Jump to content

[WIP] Serious Sam Advance Weapons (any GzDoom version)


Recommended Posts

Hi all, Z.Franz here

I've been working on a mod to port the Serious Sam Advance weapons into Doom, it's not complete yet, 'cause I have very little time to work on it as of late due to work and other "real-life" stuff, so I will release what I've made so far.

It's compatible with techincally any recent version of GZDoom of Zandronum (Deathmatch is playable, though some guns are a little unbalanced)

 

All weapons are ported and functional. For those unaware, guns in SSAdvance had different ranges despite being hitscan (and also have no spread), and this behaviour has been replicated with projectiles here. Also, the crosshair would change when you were targeting an enemy you could hit, and that as well has been replicated (mod should be played at capped 35fps, or this will hilariously break). 

 

(If playing on OpenGL renderer, be sure to disable "Enhanced Night Vision Mode" for the time being, until I can find a better solution)

 

Not all sounds have yet been replaced, and those assets I couldn't recover from the game have been re-drawn by me to be as faithful as possible. These include enemy projectiles (the ones that have been changed), blood (for guns and for chainsaw), bullet puffs and the prion gun projectile.

 

The HUD is functional and features a score system, where enemies killed directly by the player award points. There are no extra lives because I honestly didn't know how to make them.

 

All floors and ceilings are flat colors, as is the lighting of the levels (for the full "emulation" of the original game). It's accomplished by being constantly (and silently) being fed the Goggles powerup, so the shadows will reveal themeselves on startup and death.

 

Weapons include:

1) Chainsaw, starting weapon

2) Pistol, replaces Chainsaw, unlimited ammo, short range

3) Coach gun, replaces Shotgun and one half of Supershotgun spawns, short range

4) Tommygun, replaces other half of Supershotgun spawns, long range

5) Minigun, replaces Chaingun, long range

6) Rocket Launcher

7) Prion Gun, replaces one half of Plasmarifle spawns (turns monsters friendly for a while, then they die, however no indicator is currently visible)

8) Time Strike (a glorified sniper rifle), replaces the other half of Plasmarifle spawns

9) Cannon, replaces one half of BFG spawns, pierces through enemies and bounces around 'till detonation

10) Microwave Gun, replaces other half of BFG spawns, clears FOV of enemies

 

Zombies still drop weapons for now, in order not to break wads that rely on dropped weapons for ammo, so you may have a REAL surplus of shells.

Also all enemies fire projectiles, Zombies fire one shot, Sergeants 2, Commandos 5.

 

Revenants fire weaker cannonballs that don't bounce around, and so does the Cyberdemon.

 

Gravity for the player is lowered as well as player speed, again to emulate the original game

 

Screenshots and the mod itself are in the attachments below, hope you all like it, hopefully I'll be able to finish what's left soon.

Cheers

 

Screenshot_Doom_20240209_113741.png

Screenshot_Doom_20240209_113805.png

Screenshot_Doom_20240209_113813.png

Screenshot_Doom_20240209_113839.png

Screenshot_Doom_20240209_113912.png

Screenshot_Doom_20240209_113931.png

SSAv2.zip

Edited by Z.Franz
Added line about Night Vision Mode

Share this post


Link to post

please make it so the nightvision given at the start of the level is forced to be vanilla Doom's cuz I commonly play with GZDoom's "enhanced" night vision, which fits on most mods, but here it melts my eyes from constant exposure lmao

Share this post


Link to post
5 hours ago, Craneo said:

please make it so the nightvision given at the start of the level is forced to be vanilla Doom's cuz I commonly play with GZDoom's "enhanced" night vision, which fits on most mods, but here it melts my eyes from constant exposure lmao

 

After some researching, I don't think I can do it, I'm not even sure it can be done at all. I thought you could just use MAPINFO to force the option off, but it doesn't seem possible

 

As for weapon nametags, I'm not certain what you mean, the weapons already have custom names

Edited by Z.Franz

Share this post


Link to post
  • 2 weeks later...

Nice but I have 2 questions.

Why is there night vision switched on at the start when playing vanilla maps and can the muzzle flash animations be fixed? 

 

I love this, had the original on my Gameboy advance when I was younger 

Share this post


Link to post
  • 3 months later...
On 5/23/2024 at 6:48 PM, Dimon12321 said:

Did you manage to extract other graphics, like textures and enemies?

 

No, not really, but I've been working on my own Greece-themed textures

Screenshot_Doom_20240529_182619.png

Screenshot_Doom_20240529_182739.png

Screenshot_Doom_20240529_182750.png

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...